ludic/packages/ludic.ui/frame.ludic
Orkuncakilkaya 181d317d20 ludic.ui: <option disabled="{...}"> - a select steps past it, clamps off it and greys the arrow toward it
- The arrows, a press on the select and the pad step past a disabled option (ct_opt_step), wrapping
  as before.
- A value naming a disabled option is shown as the nearest enabled one (the lower of two as near) and
  set to it once the build is done: an event fired while the tree is built is cleared with the frame's,
  so the clamp is queued (ct_clamp_n / _i) and fired after nt_fired_clear.
- The < or > whose next option is disabled is drawn disabled (its part's :disabled), so a cycler shows
  where the options stop being on; it still steps past them.
- ct_build_select moves to controls_opts.ludic with the rest (controls_build.ludic 119 -> 104 lines).

Golden ui_select_disabled: options 3 and 4 disabled, a value of 4 clamps to 2, > is drawn disabled
there, > wraps to 0 and < from 0 steps back to 2. The 38 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:01:43 +03:00

88 lines
3.4 KiB
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# frame.ludic - a screen shown: built from the view's model, laid out, drawn, and its presses
# run once the frame is drawn, so nothing the view does can change a frame half way through it;
# the actions they dispatch are reduced before ui_show returns, so the frame presented next is built
# from what they changed
export function ui_show(ui_st: mut UiState, screen: string, view: UiView, x: float, y: float, w: float, h: float) -> void {
in_read(ui_st)
ct_opt_forget(ui_st) # a clamp found by a build this frame did not show
dv_before(ui_st)
ui_st.an_frame += 1
ui_viewport(ui_st, w, h)
let root = ui_nodes(ui_st, screen, view)
if root == null { return }
ui_place(ui_st, root, x, y, w, h)
nt_fired_clear(ui_st)
ct_opt_flush(ui_st) # a select's value on a disabled option, set now
sc_undo(root)
sc_update(ui_st, root)
fr_pointer(ui_st, root)
fc_keys(ui_st, root)
hd_tick(ui_st, root)
tt_track(ui_st, root, ui_st.in_now.x, ui_st.in_now.y)
fb_keep(ui_st, screen, root)
if ui_st.ui_be != null and ui_st.ui_be.text != null {
fr_draw(ui_st, root)
pp_draw_top(ui_st)
tt_draw(ui_st, root)
}
dv_after(ui_st, screen, root)
lc_run(ui_st, screen)
nt_fired_run(ui_st)
drain_actions() # 0.R4: what the presses dispatched is reduced before the host presents
}
# the screen's nodes for this frame, not yet laid out - for a test, or a host that places them
export function ui_nodes(ui_st: mut UiState, screen: string, view: UiView) -> UiNode {
let si = lib_find(ui_st.lib_screen_names, screen)
let cls = uc_find(ui_st, screen)
if si < 0 and cls != null { return fr_class_nodes(ui_st, cls) }
if si < 0 {
@alloc_ok("only when a template is wrong: a broken screen, never a working one")
ui_err(ui_st, `there is no screen {screen} - ui_load the file that has it`)
return null
}
let t = ui_st.lib_screens[si]
pl_begin(ui_st, screen)
ui_st.uv_on = true
lc_begin(ui_st)
ui_st.ui_view = view
let e = env_new(ui_st, null)
if view != null and view.model != null { e.model = view.model() } else { e.model = Value.object() }
e.state = st_for(ui_st, screen, t, e)
let root = nd_take(ui_st)
root.key = screen
root.env = e
root.sheet = t.sheet
root.tag = "screen"
for i in 0 .. len(t.keys) {
if t.keys[i] != "name" { el_keep(ui_st, root, t.keys[i], ui_eval(ui_st, t.vals[i], e)) }
}
bd_kids(ui_st, t.kids, e, screen, root.children)
cs_tree(ui_st, root)
ui_st.uv_on = false
return root
}
# the room vw, vh and @media measure against; ui_show sets it to the screen's rectangle
export function ui_viewport(ui_st: mut UiState, w: float, h: float) -> void {
ui_st.ly_vp_w = w
ui_st.ly_vp_h = h
}
export function ui_place(ui_st: mut UiState, root: UiNode, x: float, y: float, w: float, h: float) -> void {
ui_st.ly_vp_x = x
ui_st.ly_vp_y = y
root.w = UI_FILL
root.h = UI_FILL
let fg = 15658734
ui_st.ly_fg_a = 1.0
ly_measure(ui_st, root, w, ui_px(ui_st, 16.0), fg)
ly_place(ui_st, root, x, y, w, h)
sc_apply(ui_st, root)
pp_anchor_all(ui_st, root)
}
# a press, as if the pointer had made it
export function ui_press(ui_st: mut UiState, n: UiNode) -> void {
if n.act != null and n.enabled { act_run(ui_st, n.act, n.env) }
drain_actions()
}
# any event, as if the element had fired it - for a test
export function ui_event(ui_st: mut UiState, n: UiNode, name: string, value: Val) -> void { nt_run(ui_st, n, name, value) }